Mimic Shift

(Also known as Rhythmic Movement)

Inspiration

To be added

Action Call

Discover natural, animalistic body movements.

Game 

Requirements

2+ Players

5 Minutes per Round

Single Guide

Large Space

Safety

  • Ensure every Tracker has enough space to make large motions

Mission

Trackers stand in the area of play. The guide calls out a familiar animal, such a squirrel, deer, cat, etc. 

Trackers must instantly, without reflection, make some movement to suggest the animal. They do not have to perform a direct imitation, but rather, movements that give the impression of the spirit of the animal.

When the motions have become rhythmic and easy, Trackers are instructed to move around the space, preferably to music. At this point, they may be instructed to mentally shift away from the animal inspiration and simply settle into the rhythm and style of movement they’ve discovered.

Once all Trackers seem comfortable with their rhythm, change the animal inspiration.

Modify

  • Cloaked Choice – The Cloak, rather than the guide, gives an animal inspiration to their teammates within their Team Camp. These movements may be performed for the group, where other teams try to guess the inspiration animal.
  • Camo Mimic – Instead of animals for inspiration, the guide gives a setting. Trackers must immediately choose how to move to fit in with this setting. 
    • For example, an underwater kingdom setting could lead Trackers to imitate the movements of fish, sharks, seaweed, crabs, ships, or even the water itself.
  • Coached Mimic – The Pathfinder does not participate in the movements. Instead, they coach their teammates, giving them ideas for characteristics to use in their movement.